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Old 11-06-13, 02:04 AM   #1
Bubblehead1980
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Default Magnetic Detonator Range??

Updating my torpedo mod, wondering if magnetic detonation range should be set higher than 2.0 meters, read some accounts where torpedo ran deep, possibly 10 feet and still exploding.Have not found any data on the depth, I remember the SH manual(useless basically) said 3-5 feet below keep torpedo should be set to explode.Any thoughts? Links I have missed.
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Old 11-06-13, 08:46 AM   #2
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Hard to say because the U.S. never adequately tested the magnetic detonators either before or during the war so there is no actual hard data. We just have to rely of patrol reports.

We know that at the beginning of the war skippers were setting the torpedoes to run 10-20 feet below the keel, none exploded. Of course, torpedoes also had a depth keeping problem which could cause them to run 6-10 feet deeper than set, so all these torps might have been running 16+ feet under the keel.

6 feet/2 meters, which is what I think both RFB and TMO use, is probably the best estimate of the reliable maximum range.
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Old 11-06-13, 08:18 PM   #3
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Most issues with the detonators were the running depth putting them to far away not necessarily the magnetic range. I would not adjust the magnetic range and simply make the skippers adjust their depths to get them to function better. I would find that closer to a realistic scenario.
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Old 11-06-13, 09:45 PM   #4
Admiral Halsey
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I for one never try for a keel shot. I don't trust myself well enough to risk it.
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Old 11-06-13, 10:23 PM   #5
Bubblehead1980
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Quote:
Originally Posted by Admiral Halsey View Post
I for one never try for a keel shot. I don't trust myself well enough to risk it.

With my mod(esp the new version pending release) they are pretty impossible as they were during first part of war due to depth control issues.Once that is solved can pull them off, when they work, they are great.They might not seem to caught damage at first but they do, love it when take ship out with one torpedo or when work on a big target like a battleship, explode 2-4 torpedoes under a BB's keel, likely to take it out, minus the Yamato.
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Old 11-06-13, 11:01 PM   #6
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Quote:
Originally Posted by Bubblehead1980 View Post
With my mod(esp the new version pending release) they are pretty impossible as they were during first part of war due to depth control issues.Once that is solved can pull them off, when they work, they are great.They might not seem to caught damage at first but they do, love it when take ship out with one torpedo or when work on a big target like a battleship, explode 2-4 torpedoes under a BB's keel, likely to take it out, minus the Yamato.
I've never had to use more then three torps on a BB other then the Yamato/Musashi.
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